Shader "Kinect/BackgroundRenderShader" { Properties{ _Color ("Main Color", Color) = (1,1,1,1) _MainTex("Color (RGB)", 2D) = "white" {} _AlphaTex("Alpha (RGB)", 2D) = "white" {} } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } CGPROGRAM #pragma surface surf NoLighting alpha fixed4 _Color; fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed4 c; //c.rgb = s.Albedo; c.rgb = s.Albedo*0.5f; c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; float2 uv_AlphaTex; }; sampler2D _MainTex; sampler2D _AlphaTex; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color; o.Alpha = tex2D(_AlphaTex, IN.uv_AlphaTex).a; } ENDCG } }